Gamification as an alternative to increase students’ motivation: a scoping review

Iftita Rahmi, Tetty Rimenda, Tika Dwi Ariyanti

Abstract


Gamification is the process of adding game-like features and mechanics in non-game contexts, such as learning, training, or marketing, to make them more engaging, enjoyable, and effective. This scoping review aims to investigate the impact of gamification on student motivation and identify the most frequently used and effective elements of gamification in educational contexts. A systematic search was conducted using five databases: Emerald, Scopus, Sage, Garuda, and Google Scholar. The preferred reporting items for systematic reviews and meta-analyses extension for scoping reviews (PRISMA-ScR) guidelines were followed. The review included 25 articles that met the inclusion criteria. The findings suggest that gamification can positively influence student motivation and engagement. However, the effectiveness of gamification elements varies across different contexts and learners. Points, levels, and leaderboards are among the most commonly used elements, but their impact on intrinsic motivation remains debatable. The review highlights the need for further research to understand the specific factors that contribute to the success or failure of gamification in education. The insights gained from this review can serve as a foundation for developing effective gamification-based educational materials that cater to the diverse needs of learners and foster their motivation to learn.

Keywords


engagement; gamification; gamification elements; motivation; scoping review

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DOI: https://doi.org/10.11591/edulearn.v19i2.21771

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Journal of Education and Learning (EduLearn)
ISSN: 2089-9823, e-ISSN 2302-9277
Published by Intelektual Pustaka Media Utama (IPMU) in collaboration with the Institute of Advanced Engineering and Science (IAES).

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